varying vec2 vUv;
uniform float time;
uniform vec3 color;
uniform float opacity;
uniform sampler2D scaneTexture;
void main() {
  vec4 textureColor = texture2D(scaneTexture, vec2(vUv.x, vUv.y + time));
  gl_FragColor = vec4(vec3(textureColor) * color, textureColor.a * opacity);
}